#version 430

layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoords;

uniform mat4 mv_matrix;
uniform mat4 proj_matrix;

out vec2 outTexCoords;

void main(void)
{
    gl_Position = proj_matrix * mv_matrix * vec4(position, 1.0);
    outTexCoords = texCoords;
}

